RangerThe Ranger is a hunter, skilled at tracking and bringing down foes. The traditional ranger is usually skilled at archery or two weapon fighting, allowing them to be deadly at ranged or melee combat. They usually fight alongside an animal companion. This companion can be nearly any animal so they won’t be statted here.

The Ranger focuses on having Favored Foes and Environments. Some of their abilities, such as Quarry, trigger against their favored foes. They are skilled trackers, so should be able to find and bring down any prey.

Pathfinder RogueThe rogue is the stealthy party member, sneaking past foes or disabling traps in their way. Traditionally, the main source of damage for the rogue was their sneak attack ability, which increased in damage as they gained levels. If you were flanking, or the opponent had a condition, damage was increased. With the power level limit, this doesn’t transfer exactly. There are a couple ways to build it; one is just a favored environment for increased accuracy, and the other is a damage attack that only works against vulnerable foes. To make it more deadly, add Improved Crit and penetrating.

Some of the rogue’s abilities key off of the sneak attack. These can be linked abilities in an array if there are multiple, or just reactions. Another set of rogue abilities are their trapfinding talents, which allow them to find, disable, and avoid injury from traps. If the game won’t feature traps, or you don’t like the idea of a trapfinder, these can be dropped.

SorcererThe Sorcerer is a spellcaster, although not a versatile as the Wizard. They have fewer options than the wizard, but don’t have to pick their spells at the beginning of each day, and can use more per day than the wizard. They cast spells through force of will instead of intelligence, meaning they usually have high Presence or Endurance.

Pathfinder introduced bloodlines to the Sorcerer, which is basically the source of their power. This bloodline gives them certain abilities and spells as they gain levels, showing a growing influence from the bloodline.

Sorcerer spells are best built as an array. They are also the most likely to act like an actual superhero, build wise, because of their bloodlines. If you want to put limitations on their spellcasting, a check required (Fortitude) or similar flaws may work. Signature Advantages• Extraordinary Effort• Attractive• Power AttackClass Features• Spells: Array• Bloodline

WizardAnd now we come to the wizard, the versatile fantasy spellcaster, able to do nearly anything with the right number of spells. DnD and Pathfinder make the wizard prepare a certain number of spells each day, and can only use what spells they prepare. If you only prepare one fireball, you only get to use one fireball. This doesn’t fit well with Mutants and Masterminds, so the general assumption is that they can continue to use spells all day. If you want a limitation to spellcasting, you can add the unreliable (5 uses), or maybe Check Required flaws.

The simplest way of building spells is to construct them as an array with the power loss complication for losing a book or materials or anything like that. Another option is to build the spellbook or staves as devices. Finally, you can build it as a variable power, with a limit for only able to be changed once per day and then another for only learned spells. Make the player succeed on an Expertise: Arcana check to try and learn a spell from another spellbook. Signature Advantages• Eidetic Memory• Precise Attack• RitualistClass Features• Spells: Array of Magic spells• Bonus Languages: Advantage (Languages) ∙ 1 point per rank• Arcane Bond (Familiar): Sidekick or summon ∙ 1 point per rank• Arcane Bond (Item): Device ∙ Cost varies• Scribe Scroll: Ritualist ∙ 1 point• Spellbook: Device (Removable) ∙ contains spell array ∙ cost varies• Arcane Schools